Saturday, November 4, 2017

Path System III: Property Paths


Path of the Operator
Warning: The PotO has little to do with riding or mounts – it is mainly about the acquisition and usage of vehicles/ships that are not part of the player’s mount tab.
  • Acquire & use chariot: The player is able to order or construct a chariot. The chariot is a vehicle that allows for free use like a standard vehicle combat machine.
  • Acquire vehicle: The player is able to order or construct vehicles or ships (see vehicle blogpost for examples).
  • Vehicle use: The player's freedom of maneuvering with his vehicles. 
    • option to summon the vehicle in appropriate places (on land with carriages and tanks, at sea with small and large ships, in the air with zeppelins and airships) 
    • option to move them around on predefined paths 
    • option to move around freely (albeit slowly and without the same maneuverability as mounts) 
    • option to instantly travel between zones on a regional map.
  • Give a ride: Other players may enter the player’s vehicle.
    • 2 passengers
    • 4 passengers
    • 9 passengers
  • Hire crew: The player is able to hire NPCs for his vehicles, like crewmen, vendors, professionals, soldiers etc. Applies to chariots/cars as well as vehicles.
  • Fast transport: the character is able to summon a flying vehicle or mechanical mount (if he has one) to pick him up and drop him off 
    • at the next Flightmaster (works like the whistle in Legion)
    • the character is able to pick any Flightmaster in the area
    • the character is able to be dropped off at any place in the area where he has already been before
  • Upgrade vehicle: The player can add certain features to his vehicle.
    • convenience features 
    • ordnance 
    • vanity features(like, say, adding a lounge to an airship)
 
Path of the Builder
  • This path only becomes important if building options of any kind (garrisons, order halls, guild garrions, housing etc.) are introduced and/or expanded upon. All perks from this tree can be derived from the according blogpost.

Path of the Warlord
  • This path only becomes important if followers of any kind (cohorts, troops, henchmen etc.) are introduced and/or expanded upon. All perks from this tree can be derived from the according blogpost. Since the PotW should not automatically depend on a player’s progress on the path of the builder, the player’s army can also be organized without a fortress. The way Legion handled follower missions and everything related to it would be a blueprint for a non-builder warlord.

Path System II: General Paths


Path of the Rider
  • Ground mount: the most basic trait and one which every player should be able to get easily - the general ability to use ground mounts.
    • Riding speed +60%
    • Riding speed +100%
    • Riding speed +125% (Death Knights and Paladins get this perk by default)
  •  Flying mount: the general ability to use flying mounts. 
    • Flying speed +150%
    • Flying speed +275%
    • Flying speed +325% (Death Knights and Paladins get this perk by default)
  •  Flying: the flying perk enables players to unlock flying in progressively higher level areas. Considering how significant and powerful flying is, this would be one of the most "locked" abilities by this tree (i.e. as things already are since WoD) 
    • Azeroth (requirement: level 60)
    • Outland (requirement: level 70)
    • Northrend (requirement: level 77)
    • Pandaria (requirement: level 90, flight pass)
    • Draenor (requirement: achievement)
    • Broken Isles (requirement: achievement)
  • Mounted activities: players with this perk are able to use their skills without having to dismount.
    • The character can summon (not necessarily ride) his mount anywhere including dungeons or raid (mostly useful for summoning the Yak or the Mammoth).
    • Can use gathering skills.
    • Can use combat skills.
  • Stability: the character is unfazed by damage.
    • The character won't be dismounted when attacked.
    • The character partially shrugs off falling damage while mounted (falling height is doubled)
  • Fast transport: the character is able to summon a flying mount to pick him up and drop him off at a nearby point. 
    • At the next Flightmaster (works like the whistle in Legion)
    • The character is able to pick any Flightmaster in the area 
    • The character is able to freely pick any place in the area where he has already been before.
  • Mount categories: The player gradually unlocks various mount categories. Some special mounts have to be unlocked in multiple categories (f.ex. the core hound belongs both into the monstrous and into the elemental category).
    • Basic - starter mount (own faction mount, class-specific mounts, any shop mount)
    • Basic - faction mounts (horse, ram, sabercat, mecanostrider, elekk, wolf, raptor, kodo, undead horse, trike, hawkstrider, turtle)
    • Mechanical (motorcycle, flight machine, sky golem, pandaren dragon etc.)
    • Beast (bear, yak etc.)
    • Monstrous (core hound etc.)
    • Sea/Underwater (waterstrider, seahorse etc.)
    • Bird (phoenix, raven lord etc.)
    • Serpent (various flying serpents etc.)
    • Dragon/Drake (various protodrakes, dragons etc.)
    • Supernatural - Elemental (core hound), Void (void dragon), Astral (astral cloud serpent), Undead (skeletal dragon), Magical (flying carpet) etc. 
The flying mount perk.




Path of the Ambassador
This path - especially the last perk - is pretty strong when compared to the others. Ultimately I decided to go for it, since *technically* it doesn't really make you stronger if you're able to team up with the opposite faction, it just widens your player pool. 

  • Learn languages: The player is able to learn additional languages unless they're a language of the opposite faction (i.e. own faction and neutral languages).
  • Learn opposite faction languages: The player is able to learn the languages of the opposite faction.
  • Neutral to opposite faction: The player is neutral to flagged NPCs of the opposite faction and also stays neutral when in their zones, which enables him to enter enemy capitals. Disabled in Warmode.
  • Friendly to opposite faction: The character is friendly to flagged NPCs of the opposite faction and may talk to and trade with their vendors, and take on their quests (no reputation gains; also no epic item rewards). Disabled in Warmode.
  • Double Agent: The character can be invited by players of the opposite faction (which would enable him to do instances, raids and PvP at their side).


Path of Portals·          
  • Recall: the character gains the ability to teleport 
    • To his binding place.
    • To a secondary, specific binding place (like one's base)
    • To a place tied to his class (Druids & Shamans etc. have this perk by default).
  • Summoning portal: the character opens a portal 
    • For a single other character in his group or raid
    • A gate that persists for some time and can be used to summon an unlimited amount of people in his group or raid (Warlocks get this ability by default).
  • Teleport: the character can teleport 
    • to every capital city he has gained access to (Mages have this ability by default at a certain level)
    • to every hearthstone location he has gained access to
    • to specific portal locations he has gained access to (need to be unlocked first)
    • to locations on the entire world map he has visited at least once (compare with Fast Transport from the Path of the Rider).
  • Gating portal: the character can open a portal 
    • to every capital city he has gained access to (Mages have this ability by default at a certain level)
    • to every hearthstone location he has gained access to
    • to specific portal locations he has gained access to (need to be unlocked first)
    • to locations on the entire world map he has visited at least once (compare with Fast Transport from the Path of the Rider).
  • Portal master: the character gains greater control over his portals.
    •  the portal or spell can be visually customized according to the player's preferences
    •  the casting time is reduced by 66%
    • the character is protected by sort of a divine shield while casting and so is everyone exiting the portal (regardless of whether it's a gating or a summoning portal) for 5 seconds.
  • Wall portal: the player can open portals through walls (not usable in instances or PvP)
    • as wide as gates or cages
    • normal walls
    • massive walls
  • Planewalker: the character can enter various other planes.
    • gains free access to any planes he's already been at (during quests etc.)
    • gains access to planes of other classes (like the Warrior's Skyhold, the Demon Hunter's Twisting Nether, the Druid's Emerald Dream etc.)
    • gains access to his own pocket plane (basically housing light)
    • other characters can enter the player's planar gate as well.
A city portal.


Path of the Seas

  • Fishing: the fishing skill is outsourced to the PotS. 
    • basic fishing (like the standard skill)
    • swift fishing (immediately empties a swarm of fishes), 
    • fish catching (the character doesn't need a lure anymore to catch fish, but just has to swim through a swarm of fishes).
  • Waterwalk: Is able to stand on the surface of the water.
    • Can walk on water.
    • Can ride on water (Shamans and Death knights get this ability by default).
    • Can fight on water.
  • Swift swim: the swift swim ability works comparably to riding speed, with the exception that the speed increase should be bigger.
    • Swimming speed +33%
    • Swimming speed +67%
    • Swimming speed +100%
  • Riding skill: the player gains the ability to use underwater mounts.
  • Swift underwater mounts: works comparably to riding speed, only underwater.
    • Swimming speed +33%
    • Swimming speed +67%
    • Swimming speed +100%
  • Endless breath: the character gains the ability to stay under water indefinitely. The baseline duration of one's breath is reduced (Undead have this skill automatically).
  • Master of the Sea: the player isn't attacked by sea monsters or critters outside of instances.


Path of the Beastmaster

  •  Pet master: Pet battles and everything that comes with it are outsourced to this tree. 
    • Enables the character to fight pet battles.
    • Enables the character to fight creature battles, using creatures from his expanded pet roster.
  • Friend of creatures: creatures of a certain type are neutral to the character, depending on his class (exemplary list: demons for Warlocks and Demon Hunters, undead for Death Knights, elementals for Mages, Shamans and Druids, beasts for everyone else). The might of the creature depends on the level of the player.
  • Taming the creature: the character gains the ability to tame creatures and add them to his expanded pet roster. He can't use them as animal companions like a pet class (Hunter or Warlock) does, though. The character is restricted to a specific creature type depending on his class (exemplary list: demons for Warlocks and Demon Hunters, undead for Death Knights, elementals for Mages, Shamans and Druids, beasts for everyone else). The might of the creature depends on the level of the perk. 
    • standard (like imps, skeletons, minor elementals, wolves)
    • strong (like fel guards, banshees, intermediate elementals, panthers)
    • powerful (like doom guards, liches, major elementals, mammoths)
  • Controlling the creature: the character gains the ability to see through the eyes of a pet or creature of his, gaining the following abilities (not in instances or PvP): 
    • moving around 
    • being able to fight 
    • acquiring stealth if available to the creature
    • acquiring flight if available to the creature
  •  Master of creatures: the character gains the ability to customize his mounts by changing their colors.
  • And other features.


Path of the Craftsman
  • Profession trade skill (alchemy, blacksmithing, leatherworking, engineering(?), jewelcrafting, inscription etc.): every non-gathering profession is outsourced to this tree. Instead of having to level up a profession via skill points, the player levels this perk like any other. Schematics, recipes etc. can only be learned (or, alternatively, used) when a certain perk level has been gained. 
    • Skill level 150 (Classic Midgame)
    • Skill level 300 (Classic endgame)
    • Skill level 375 (BC)
    • Skill level 450 (WotLK)
    • Skill level 525 (Cata)
    • Skill level 600 (MoP)
    • Skill level 700 (WoD)
    • Skill level 800 (Legion)
  • Gathering trade skill (herbalism, mining, skinning etc.): every gathering profession is outsourced to this tree. Instead of having to level up a profession via skill points, the player levels this perk like any other.
    • Skill level 150 (Classic Midgame)
    • Skill level 300 (Classic endgame)
    • Skill level 375 (BC)
    • Skill level 450 (WotLK)
    • Skill level 525 (Cata)
    • Skill level 600 (MoP)
    • Skill level 700 (WoD)
    • Skill level 800 (Legion)
  • Multiple professions: The player can learn more than two professions. Each profession has to be leveled individually.
    • 3 professions
    • 4 professions
    • 5 professions
  • Advanced crafting: The player gains the ability to craft special items.
    • Upgradable epic items.
    • Dual professions items (i.e. items that require two crafting professions to create)
    • Legendary items.
  • Repair: the character gains the ability to repair.
    • items he can craft
    • items for his crafting profession (plate for blacksmiths, cloth for tailors etc.)
    • any item.
  • Adorn: the character gains the ability to apply adornments to his fear, like horns, claws, wings etc. Every piece of gear has different adornment options.
  • Dye: the character gains the ability to dye his own gear. 
    • Starting with common colors
    • access to vibrant colors
    • access to black and white dye.
Weapons & armor dyed with the Path of the Craftsman.



Path of the Shapeshifter

  • Travel form: the character can transform into a travel form.
    • Running speed +40% (shamans and druids get this perk by default)
    • Running speed +60%
    • Running speed +100%
    • Running speed +125%
  • More travel forms: The player can choose among a variety of travel forms.
    • Standard animal forms (wolves, cheetahs, mooses etc.)
    • Free choice of all ground beasts.
  • Flight form: The character can transform into a flying travel form. 
    • Flying speed +150% (druids get this perk by default)
    • Flying speed +275%
    • Flying speed +325%
  • More flight forms: The player can choose among a variety of travel forms.
    • Standard flight form (ravens, owls, eagles etc.)
    • Free choice of all flying beasts.
  • Critter form: the character can transform into various small critters like cats, rodents, cockroaches etc.
  •  Swift shapeshifting: instant shapeshifting instead of a 3s cast.
  • Combat form: the character gets the ability to transform into a drastically changed form when in combat (Worgen and druids get this perk by default).
  •  New skins/elements: the character gets the ability to transform into a slightly modified form - the changed traits might depend on his race or class (like Orcs becoming fel Orcs, or Paladins getting wings etc.) The degree of change is gradually.
    • individual trait changes (f.ex. glowing eyes)
    • additional trait changes (f.ex. pair of horns or other appendixes)
    • final trait changes (f.ex. skin changes)



Path of the Body
  • Swift walking: the character gains bonus speed while running. Doesn't stack with other effects (DK's unholy presence, Hunter's AotC etc.)
    • Running speed +8%
    • Running speed +17%
    • Running speed +25%
  • Running: The character gains plainsrunning ability (Worgen have this ability by default).
  •  Soft fall: the height threshold for falling damage is increased. 
    • doubled
    • quadrupled
    • removed entirely, i.e. the character doesn't suffer falling damage anymoe
  •  Stability: the character is impossible to daze by attacks from behind while running.
  •  Fast ooc regeneration: A character regenerates health every second for each level when out of combat until completely healed.
    • 1% of his maximum health. Trolls have this ability by default.
    • 2% of his maximum health.
    • 3% of his maximum health.
  • OOC healing: a negative status effect a character has once he gets out of combat is immediately removed (unless it's an indispensable part of a quest). 
    • poisons 
    • magical effects 
    • illnesses 
    • resurrection sickness
  • OOC self-ressurection: the character is able to self-resurrect. Stacks with other self-resurrection skills.
    • 12 minutes CD.
    • 10 minutes CD.
    • 8 minutes CD.
    • 6 minutes CD.